Stage 4: lobby & social (matchmaking, friends, blocks, chat+nudge, invitations, profile, email, multi-player drop-out)
Engine: multi-player drop-out-and-continue with a per-game tile disposition (remove default / return), resigned seats skipped and excluded from the win, leaver rack never revealed; 2-player behaviour unchanged. New domains (service/store, no HTTP yet): internal/social (friend request/accept graph, per-user blocks, per-game chat with nudge as a message kind, content filter via mvdan.cc/xurls/v2 + leet/separator normaliser + phone heuristic) and internal/lobby (in-memory variant-keyed matchmaking pool, friend-game invitations invite->accept with lazy 7-day expiry). account gains profile editing and the email confirm-code flow (Mailer seam: SMTP or log mailer). Migration 00003_social.sql + regenerated jet. main wires the new services into the server (accessors for the Stage 6 handlers); robot substitution stays in Stage 5, REST/stream/push in Stage 6/8. Docs (PLAN, ARCHITECTURE, FUNCTIONAL+ru, TESTING, README) updated.
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@@ -1,10 +1,10 @@
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// Command backend is the Scrabble platform's internal domain service. It boots
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// the OpenTelemetry runtime, opens the Postgres pool and applies migrations,
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// loads the dictionaries into the engine registry, warms the session cache,
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// constructs the game domain and starts its turn-timeout sweeper, then serves the
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// HTTP listener with the infrastructure probes and the /api/v1 route-group
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// skeleton. Domain HTTP endpoints are added with the gateway in a later stage
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// described in PLAN.md.
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// constructs the game domain and starts its turn-timeout sweeper, constructs the
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// lobby and social domains, then serves the HTTP listener with the infrastructure
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// probes and the /api/v1 route-group skeleton. Domain HTTP endpoints are added
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// with the gateway in a later stage described in PLAN.md.
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package main
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import (
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@@ -21,9 +21,11 @@ import (
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"scrabble/backend/internal/config"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/lobby"
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"scrabble/backend/internal/postgres"
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"scrabble/backend/internal/server"
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"scrabble/backend/internal/session"
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"scrabble/backend/internal/social"
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"scrabble/backend/internal/telemetry"
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)
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@@ -95,20 +97,46 @@ func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
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}
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logger.Info("session cache warmed")
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games := game.NewService(game.NewStore(db), account.NewStore(db), registry, cfg.Game, logger)
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accounts := account.NewStore(db)
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games := game.NewService(game.NewStore(db), accounts, registry, cfg.Game, logger)
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go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval)
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logger.Info("game turn-timeout sweeper started",
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zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
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// Stage 4 lobby & social domains. They have no active driver yet — their REST
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// and stream surface is added with the gateway in Stage 6 — so they are handed
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// to the server (like the route groups) for the handlers to come.
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mailer := newMailer(cfg.SMTP, logger)
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emails := account.NewEmailService(accounts, mailer)
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socialSvc := social.NewService(social.NewStore(db), accounts, games)
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matchmaker := lobby.NewMatchmaker(games)
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invitations := lobby.NewInvitationService(lobby.NewStore(db), games, accounts, socialSvc)
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logger.Info("lobby and social domains ready")
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srv := server.New(cfg.HTTPAddr, server.Deps{
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Logger: logger,
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DB: db,
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PingTimeout: cfg.Postgres.OperationTimeout,
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SessionsReady: sessions.Ready,
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Social: socialSvc,
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Matchmaker: matchmaker,
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Invitations: invitations,
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Emails: emails,
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})
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return srv.Run(ctx)
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}
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// newMailer builds the confirm-code mailer: an SMTP relay when a host is
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// configured, otherwise the development log mailer (the code is logged, not sent).
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func newMailer(cfg account.SMTPConfig, logger *zap.Logger) account.Mailer {
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if cfg.Host == "" {
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logger.Info("email: using log mailer (BACKEND_SMTP_HOST unset)")
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return account.NewLogMailer(logger)
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}
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logger.Info("email: using SMTP relay", zap.String("host", cfg.Host))
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return account.NewSMTPMailer(cfg)
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}
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// newLogger builds a production JSON logger at the given level.
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func newLogger(level string) (*zap.Logger, error) {
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var lvl zap.AtomicLevel
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